Horadric Cube

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Author: Isatin
Thread(s): Bethsoft Forums, Nexus Forums
Version: 1
Last Updated: June 2nd, 2007
Requires: OBSE
Download(s): TES Nexus


This mod was inspired by Horadric Cube in the famous ARPG, Diablo II. It incorporates the ability to use the Horadric cube and various tools to enhance and transmute items.

In addition to the six types of gems in vanilla Oblivion, skulls are also introduced to add variety. Unlike Diablo II, you have to use awls or chisels, and a mallet to make sockets on items. Awls are for weapons, and chisels are for armor and clothing. You could get skulls, awls, and chisels from loot with chance.


  • You can upgrade gems and hundred types of potions using Horadric Cube.
  • You can transmute amulets, rings, and shields into new magic items.
  • You can embed gems in weapons, staffs, armor, clothing, and shields to add additional magic effects.
  • You can gamble for random magic armor, clothing, amulets, and rings.


  • Horadric Cube
    • The Horadric cube is the main tool used to transmute items.
  • Awls and Chisels
    • Awls create sockets in weapons, and Chisels create sockets in Armour. The maximum number of sockets and number of sockets made depend on the type of item and the quality of the tool, respectively.
  • Mallet
    • You must have a Mallet in your inventory in order to use the Awls and Chisels. The hammer is also able to show the number of sockets and embedded items in a piece of equipment.
  • Gems and Skulls
    • Embed these in socketed equipment to make the equipment more powerful.



Transmuting items won't keep their item statuses like stolen, health, charges, and so on. The transmuted items are like brand-new items created by players. There may be a way to remain some of these statuses, but I think it isn't so important to do this.

Some magic items could change the current wielding weapon. This is implemented by replacing the current weapon with a modified clone. This may cause problems if you have to use the original weapons in some situations like certain scripts only recognize the original ones. You can get back the original weapons by taking off these magic items.

Version History

  • Version 1.0 released on June 2, 2007
    • Naming the created items with both prefixes and suffixes
    • Prismatic Amulet, Garnet Ring, Cobalt Ring, Coral Ring, and Jade Ring could have secondary magic effects.
    • Robes and outfits could have two sockets.
  • Version 0.4 released on May 26, 2007
    • Could make sockets on staffs with awls.
    • Could embed gems and skulls in staffs.
    • Could gamble for magic clothing.
    • Could add items from other mods as the item templates for gambling.
  • Version 0.3.1 released on May 20, 2007
    • Fixed the bug that embedding gems in unenchanted weapons should have increased the maximum charges by 100 additionally as the former version.
    • Fixed the bug that you could make more than one socket on armor and clothing.
    • Fixed the two bugs about the special amulets and rings.
  • Version 0.3 released on May 19, 2007
    • Added a NPC offering gambling service for magic armor, amulets, and rings.
    • Added more affixes.
    • Improved the ID recycling mechanism for amulets, rings, and armors.
  • Version 0.2 released on May 12, 2007
    • Could make sockets on weapons with awls.
    • Could embed gems and skulls in weapons.
    • Fixed the bug that the transmuted amulets or rings wouldn't appear when equipped if they were created with player made items.
    • Fixed the bug that chisels couldn't be put in the cube to upgrade.
    • Added a mechanism able to store unused cloned form IDs and use them later when transmuting magic amulets or rings.
    • Added a recolored icon for Rejuvenation Potions.
  • Version 0.1 released on May 5, 2007
    • Initial release